Works in studio, but not real game, I am pretty novice on roblox dev, so i have no idea how to fix this.
position = script.Parent.Position local frame = Instance.new("CFrameValue") frame.Name = "OriginCFrame" frame.Value = script.Parent.CFrame frame.Parent = script.Parent
local object = Instance.new("ObjectValue") object.Value = script.Parent
seat = script.Parent seat.Direction.cframe = seat.CFrame
function onSitUp(child, hopper, gui, plane) if child.Parent == nil then if seat.DropOnJump.Value == true then seat.Direction.maxTorque = Vector3.new(0,0,0) seat.Thrust.maxForce = Vector3.new(0,0,0) end hopper.Parent = script hopper.Active = false gui.Parent = script script.Parent.Locked = false script.Parent.Parent = game.Workspace if seat.EngineSound.Value > 0 then seat["EngineSound".. seat.EngineSound.Value].SoundScript.Disabled = true end end end
function onChildAdded(part) if part.className == "Weld" then local torso = part.Part1 if torso ~= nil then
local char = torso.Parent
local player = game.Players:GetPlayerFromCharacter(char)
if player ~= nil then
local hopper = script["Aircraft"]
hopper.Parent = player.Backpack
local GUI = script["Controls"]
GUI.Parent = player.PlayerGui
part.AncestryChanged:connect(function(child) onSitUp(child, hopper, GUI, script.Parent) end)
if seat.Speed.Value < seat.MinSpeed.Value then
seat.Speed.Value = seat.MinSpeed.Value
end
if seat.EngineSound.Value > 0 then
seat["EngineSound".. seat.EngineSound.Value].Pitch = seat["EngineSound".. seat.EngineSound.Value].BasePitch.Value/100
seat["EngineSound".. seat.EngineSound.Value].SoundScript.Disabled = false
end
end
local parent = torso.Parent
if parent ~= nil then
script.Parent.Locked = true
script.Parent.Parent = parent
end
end
end
end
seat.ChildAdded:connect(onChildAdded)

3 comments
A percentage of the script is not in script format, if you click the LUA button it will give you 2 lines, inside of the lines is the script.
It is not called LUA it is called Lua. LUA means Love U Always, and there is no Love U Always button here's
If something works in studio, but not in a test server or in game, it is usually because you didn't take in count that some stuff only happens client sided or server sided and that it remains invisible or unchanged for the other. It can also be that you didn't take a certain latency between server and client in count, so something exists already for the server, but the client copies this later on.